BraveSirRobin wrote:well, their armor type is good for t1, but they still don't do damage. and since they have no sergeant in t1 they have no merciless strike either, which means that if the enemy player keeps a melee squad (banshees, hormagaunts, heretics etc.) near his ranged squads the ASMs are useless. and since the ASMs cost a lot more than these other squads, i find them hard to justify.
in t2, while it is true that the sergeant and melta bombs make them more useful (keep in mind that these are expensive upgrades), their armor type becomes a drawback. pretty much every melee squad (some even in t1 if i am not mistaken) will have power melee by now, which will shred the ASMs, the ranged firepower becomes a much greater danger since in tier 2 there are damage types other than piercing_pvp.
i cannot deny that vanguard veterans are nice, but you lose the melta bomb which is a big drawback, and they are still a very expensive unit which makes me wonder whether those resources would be better spent somewhere else.
They are doing good damage actually. Their purpose is to jump into ranged units and tie them up, and to knockback when you want. Yes I do such thing.

They are quite enough for Devs, Havocs, Lootas, etc. Also, a real good unit to tie up other ranged units like Tacs, Guardians, even CSM which has the highes melee damage of ranged squads. In that case, they can
outsmack them. Their healtpool is another gift from our mighty Emperor just like the faster capping trait of Tactical marines. Yes, Emperor ordered it, not the Relic!
In the other hand, Banshee and Tic like melee based squads can hurt your ASM. True. But, you can easly evaporate them with your ranged squads. A flamer on Tacticals should be a solution for Banshees, Hormors, Tics and Sluggaz. The problem starts when they run to your Tacs. Shotguns and Devs I say now.
Also, their armor is not a drawback in later game,
HOW DARE YOU IGNORE THE HOLY ARMOR OF ASTARTES?!! Armor is armor. Know the value, some people are missing it ( caugh caugh caugh
eldar caugh caugh caugh )
BraveSirRobin wrote:well, i'm still having a hard time seeing what are the benefits of getting fleetness. what advantages does fleetness have
Their squad leader does insane power melee damage, they can jump over small walls, covers, etc and this is a great tool to use. Also, + on Torpids post.
BraveSirRobin wrote:well, again, this doesn't really answer my question. as i said myself, the sternguards are a very versatile unit. what i am looking for are arguments in favor or against getting sternguards over something else.
It depends on your plan. For example; if I think I need some serious amounts of anti-vehicle, I go 2 bazukas so no need for Stern here. Or I sometimes go 2 plasma into plasma+signum Techmarine for Terminator hunt. What I mean is; Sterns are fitting every role of Tacticals. The difference is, when Tacticals starts to counter something, they do it real good. But you have to pay for each weapon choice. You have the versitality on Sterns much easyer. It depends on a single moment.
Let me take in this way; you have a FC / Scouts / Tactical / ASM. If you belive in your self and say : ''
I can bring much heavyer AV if I need later on '' go Stern. Because you may need a real long range bazukaa when you face with a transport and Sterns needs to get closer and keep firing untill it dies. Or here is another tactic. Bring a drop pod ( global ) into a situatinal place where you may want as a reinforce point. Sters will loose all levels that the Tactical that upgraded. Get the free Tactical and upgrade it to Stern. There you have one anti-everything squad and one anti-muchbetterbutneedsmoneytopay squad. Sounds good right? Yes it is.
